Airline Legend

Badges and achievements

Badges mark what you have done as an airline boss. There are 18 of them. Most are won in solo worlds, a few only when a multiplayer world ends. Some pay Jet Coins, and the solo goals behind them pay bonus skips along the way.

To see the badges you hold, open the menu under your initial and choose Achievements, or tap All achievements on Home. The grey badges are the ones still to win.

Bonus skips settle a round at once in a solo world, like the free skips on the clock. They never run out on their own and are kept until you use them. Press Claim on a met goal to collect them.

Solo career

Steps in a solo world, one chapter after another.

Year one comes first; chapter 2 opens when it ends, and each chapter after that when the one before it ends. A chapter lasts at least a year, and its badge comes once every goal in it is met.

First year

See out your first year in a solo world. Its goals sit in a checklist on Home from the moment you found your airline. The badge comes at week 52.

Reward: 33 bonus skips from its goals, and 200 Jet Coins with the badge.

Goals:

  • Open your first route: Pick a destination where you hold slots. (+1 bonus skip)
  • Fly your first week: Press Next round once your route is set. (+1 bonus skip)
  • Send a rep for slots: Pick a busy airport you want to fly to. (+2 bonus skips)
  • Open a second route: Your first plane has hours to spare: put it on the new route too. Use slots your rep won, or any airport with free slots. (+3 bonus skips)
  • Tune a fare: Low load: cut the fare. Full planes: raise it. (+2 bonus skips)
  • Make a weekly profit: On a losing route, check the fare and the distance. (+2 bonus skips)
  • Profit four weeks running: Fix or cut the routes that lose money, and open new ones — your planes still have time to spare. (+3 bonus skips)
  • Order an aircraft: Lease or buy used if cash is tight — it costs less up front and arrives sooner. (+3 bonus skips)
  • Put your new aircraft to work: Assign it to a route when it arrives. (+3 bonus skips)
  • Run five routes: Add routes from airports where you hold slots. (+3 bonus skips)
  • Fly five aircraft: Used and leased aircraft count. (+3 bonus skips)
  • Reach the half year: Halfway through your first year. (+2 bonus skips)
  • Run eight routes: Keep adding routes where you hold slots. (+3 bonus skips)
  • Reach week 39: The last stretch before the finish. (+2 bonus skips)
  • Finish your first year: Fifty-two weeks in, with your year-one report at the end. (200 Jet Coins)

Chapter 2: A network

Solo chapter 2: build a hub, grow a network around it and see out your second year.

Reward: 26 bonus skips from its goals, and 100 Jet Coins with the badge.

Goals:

  • Ten routes from one airport: Add routes from your busiest airport until ten fly from it. (+4 bonus skips)
  • Build a hub: Open the airport's page and build a hub there. (+5 bonus skips)
  • Profit eight weeks after the hub: Eight profitable weeks in a row, all after the hub opened. (+5 bonus skips)
  • Fly 90 flights a week: Add flights to your routes, and planes to fly them, until 90 depart each week. (+4 bonus skips)
  • Serve 27 airports: Open routes to airports you do not fly to yet. (+4 bonus skips)
  • Carry 12,000 passengers in a week: Add seats where demand is strong and feed them through the hub. (+4 bonus skips)
  • Finish your second year: A hundred and four weeks in, with the network built. (100 Jet Coins)

Chapter 3: Grow and renew

Solo chapter 3: grow the network and renew the fleet.

Reward: 26 bonus skips from its goals.

Goals:

  • Fly 35 routes: Open routes until thirty-five are active. (+3 bonus skips)
  • Run three hubs: Build hubs at three airports, each with ten of your routes. (+4 bonus skips)
  • Fly a factory-new jet: Order a type that entered service in the last ten years, and fly it when it arrives. (+3 bonus skips)
  • Fly 15 aircraft: Add aircraft until fifteen are flying on your routes. (+3 bonus skips)
  • Carry 20,000 passengers in a week: Add seats where demand is strong and feed them through your hubs. (+4 bonus skips)
  • Let an old aircraft go: Sell or retire an aircraft, or hand a leased one back. (+2 bonus skips)
  • Fleet average age 8 years or less: With at least ten aircraft flying, bring their average age to eight years or less. (+3 bonus skips)
  • Profit for a whole quarter: Thirteen profitable weeks in a row. (+4 bonus skips)
  • A year of renewal: Fifty-two weeks since the chapter began, with a younger fleet.

Chapter 4: Go far

Solo chapter 4: cross an ocean with a long-range widebody, and grow the network to feed it.

Reward: 29 bonus skips from its goals.

Goals:

  • Fly 50 routes: Open routes until fifty are active. (+3 bonus skips)
  • Fly 25 aircraft: Add aircraft until twenty-five are flying on your routes. (+3 bonus skips)
  • Fly a long-range widebody: Put a widebody with a range of 7,000 km or more to work on one of your routes. (+4 bonus skips)
  • Open an intercontinental route: Fly a route of 7,000 km or more to another country, with an aircraft on it. (+5 bonus skips)
  • Make the long haul pay: Bring a route of 7,000 km or more to another country into profit for a week. (+4 bonus skips)
  • Carry 30,000 passengers in a week: Add seats where demand is strong and feed the long haul through your hubs. (+4 bonus skips)
  • Profit for half a year: Twenty-six profitable weeks in a row. (+6 bonus skips)
  • A year of going far: Fifty-two weeks since the chapter began, with the world in reach.

Chapter 5: Own a market

Solo chapter 5: pull ahead of your rivals and lead a market of your own.

Reward: 31 bonus skips from its goals.

Goals:

  • Fly 65 routes: Open routes until sixty-five are active. (+3 bonus skips)
  • Run five hubs: Build hubs at five airports, each with ten of your routes. (+4 bonus skips)
  • Fly 30 aircraft: Add aircraft until thirty are flying on your routes. (+3 bonus skips)
  • Lead at an airport away from home: At an airport other than your base where a rival also flies, carry more passengers in a week than any other airline. (+4 bonus skips)
  • Win a city pair against a rival: On a city pair a rival also flies, carry more passengers in a week than every rival there. More flights, sharper fares and better service win share. (+4 bonus skips)
  • Carry a quarter of all passengers: Reach a 25% market share in a week. (+4 bonus skips)
  • Carry 40,000 passengers in a week: Add seats where demand is strong and feed them through your hubs. (+4 bonus skips)
  • Profit for half a year: Twenty-six profitable weeks in a row. (+5 bonus skips)
  • A year at the top: Fifty-two weeks since the chapter began, ahead of your rivals.

Chapter 6: Built to last

Solo chapter 6, the finale: an airline with no debt, a year without a losing week and real value built up.

Reward: 25 bonus skips from its goals, and 50 Jet Coins with the badge.

Goals:

  • Fly 80 routes: Open routes until eighty are active. (+3 bonus skips)
  • Fly 40 aircraft: Add aircraft until forty are flying on your routes. (+3 bonus skips)
  • Fly debt-free: Pay off every loan while at least thirty aircraft are flying. (+4 bonus skips)
  • Carry 50,000 passengers in a week: Grow capacity on your strongest routes and through your hubs. (+4 bonus skips)
  • Build real value: Reach a net worth fifteen times the capital a new airline starts with this year. (+5 bonus skips)
  • A year without a losing week: Fifty-two profitable weeks in a row. (+6 bonus skips)
  • Built to last: Fifty-two weeks since the last chapter began. From here on, a review every year. (50 Jet Coins)

After chapter 6: the annual review

Chapter 6 is the last chapter, but goals do not stop. Every year after it brings an annual review: four new goals built from your own airline’s numbers, worth 15 bonus skips together. A review goal not met by year’s end lapses, and the next year brings new ones.

Eras

Targets for a whole solo era, and seeing one through to its end.

Three eras have a medal: one target, and three deadlines. Reach it by the gold year for gold, by the silver year for silver, by the bronze year for bronze. You keep the medal you win first, and the hunt starts once your first year is over.

  • USA 1970–2030: Fly to all ten of the busiest US airports of 1980: ORD, ATL, LAX, DFW, JFK, DEN, SFO, MIA, BOS, LGA. Gold by 1978, silver by 1984, bronze by 1990.
  • Europe 2010–2030: Carry 1,000,000 passengers within 52 weeks. Gold by 2018, silver by 2024, bronze by 2030.
  • USA 1970–1990: Reach a net worth of US$500 million. Gold by 1984, silver by 1986, bronze by 1990.

Era gold

Reach the gold target for a solo era.

Reward: 50 Jet Coins

Era silver

Reach the silver target for a solo era.

Reward: The badge.

Era bronze

Reach the bronze target for a solo era.

Reward: The badge.

Era complete

See a solo world through to the end of its era without going bankrupt.

Reward: 50 Jet Coins.

Long service

Game years flown with one airline in a solo world.

Ten years flying

Fly one airline for 10 game years in a solo world.

Reward: The badge.

Twenty years flying

Fly one airline for 20 game years in a solo world.

Reward: The badge.

Thirty years flying

Fly one airline for 30 game years in a solo world.

Reward: The badge.

Titles · Feats

These five are won when a multiplayer world ends. Prize Jet Coins are paid only when at least four human airlines flew in the world.

Champion

Finish a multiplayer world in first place.

Reward: A share of the prize pool: 50% of it. The pool is 20 Jet Coins for every human airline that flew.

Runner-up

Finish a multiplayer world in second place.

Reward: A share of the prize pool: 30% of it. The pool is 20 Jet Coins for every human airline that flew.

Podium

Finish a multiplayer world in third place.

Reward: A share of the prize pool: 20% of it. The pool is 20 Jet Coins for every human airline that flew.

Largest network

Finish a multiplayer world with the largest route network.

Reward: 100 Jet Coins to the best human airline.

Most passengers

Finish a multiplayer world having carried the most passengers.

Reward: 100 Jet Coins to the best human airline.

More on prizes in How to play.